knj Posted November 9, 2013 Report Posted November 9, 2013 http://www.polycount.com/forum/showthread.php?p=1948723#post1948723 This is my polycount threat i've just started, but would love some support from you guys as well <3 ! Quote
knj Posted November 9, 2013 Author Report Posted November 9, 2013 The firs issue is done with. but still i don't know what's that, i'm using xnormals and it looks like it's green and red channel not gradient like, but it hase this harsh lines ;/ Quote
TarrySruman Posted November 9, 2013 Report Posted November 9, 2013 Oh man I had the explicit normals problem too when I first started working with UDK. Took me so goddamn long to figure that out Quote
knj Posted November 9, 2013 Author Report Posted November 9, 2013 yes, this one is cool by now, but what about this above, any ideas ? in UDK it's visible even moar ;/ Quote
Pampers Posted November 9, 2013 Report Posted November 9, 2013 http://udn.epicgames.com/Three/XNormalWorkflow.html Quote
knj Posted November 9, 2013 Author Report Posted November 9, 2013 yes, and this is one of those misteries i can't solve, some models like this above will look like shit with just one smooth group . . . Quote
KoKo5oVaR Posted November 9, 2013 Report Posted November 9, 2013 It's in your normal map apparently, so that must be a baking issue did you try using connects at the edges on your lowpoly when baking the normal in xnormal ? knj 1 Quote
knj Posted November 10, 2013 Author Report Posted November 10, 2013 This is how my LP look in that corner To Philip: you can see my LP, and i've used this script to custom the normals Quote
PhilipK Posted November 10, 2013 Report Posted November 10, 2013 ok you definitely got something going on in the normal map there as koko pointed out. I would actually point all of those faces on the problem area straight up (x,y,z: 0,0,1) and rebake. that should mean this surface should read as completely flat in your lowpoly, not sure if that's what you've done now, or if they are pointing slightly off or in their corresponding face normal direction. If that doesn't work, you could try just having those as hard edges and split the UVs, but I wouldn't really recommend that either. BUT remember transferring anything from a highpoly to a lowpoly will always result in tiny inaccuracies no matter what you do really, it's just the nature of it. Some problems are actually easier to just fix by hand afterwards - or not bake at all... I've essentially completely removed the highpoly to lowpoly stage from my workflow nowadays. In this case it'd actually be easy to just color pick those areas and bucketfill/paint in a selection with the avg normal color. Quote
selmitto Posted November 10, 2013 Report Posted November 10, 2013 I've essentially completely removed the highpoly to lowpoly stage from my workflow nowadays. I'm not an artist, so I'm wondering: what do you do then? Just ignore high poly and use only low poly everywhere? Quote
knj Posted November 10, 2013 Author Report Posted November 10, 2013 (edited) Thanks guys for all your support and time, i've made a lil bit more dense HP model and the artiifacts are less visible, so it turned out it was a HP with loops going in bad directions. I'm not such a big hardsurface guys, but now i know that in hard surface stuff everything need to be square and flat lol. This screen have some artifacts but less visible, again thanks all of you guys ! <3 edit: Philip so you model all your details in LP aswell with proper shading ? (loads of ppl tell me we are now in time where Pollycount doesn't even matter if it's done reasonable ) Edited November 10, 2013 by knj Quote
PhilipK Posted November 10, 2013 Report Posted November 10, 2013 Ah sweet you solved it, yeh the shading of the HP is also important, thought the issue would be with the HP in this case tho . As for personal workflow, yes I don't really bake out stuff anymore, only in rare cases. Mostly stuff is broken down to fairly primitive shapes in the end and can easily be unwrapped to simple reusable UVs. Even when more unique shapes are necessary I mostly just save out the uv snapshot and nDo or hand paint the normalmap using a small normalmap palette where I got some common angles for 90deg, 45 and so on (hard edges that is). Even if you do hard edge something and its not exactly 90 or 45 degrees between the faces a lot of times it's close enough to where you can force your normals to be either manually. And yes, tricounts are rarely the bottleneck anymore (texture memory is still an issue a lot of times however). Which is exactly why I see even less use for HP in my workflow, I'm not going to add a shit ton of stuff in my models that will only be there in the HP but not the LP. And if the primary goal of the HP to LP is to add some nice bevels to your edges it's waaay faster to nDo that stuff IMO. KoKo5oVaR, knj and -HP- 3 Quote
KoKo5oVaR Posted November 10, 2013 Report Posted November 10, 2013 using a small normalmap palette where I got some common angles for 90deg, 45 and so on (hard edges that is). Even if you do hard edge something and its not exactly 90 or 45 degrees between the faces a lot of times it's close enough to where you can force your normals to be either manually. Can you share this color palette philip ? knj 1 Quote
knj Posted November 10, 2013 Author Report Posted November 10, 2013 cool, nice approach thanks again Quote
PyroGXPilot Posted November 10, 2013 Report Posted November 10, 2013 https://www.youtube.com/watch?v=1NTnaPhONOA Quote
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